Designing Sound



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Andy Farnell, Designing Sound (2010)

Index
661
Shifting
pitch, 307
Shockwave
cylindrical, 459
Shockwave (explosive), 607
Sidebands, 293
FM, 298
Signal, 119
arithmetic, 191, 205
audio, Pure Data, 185
cosine, 211
delay, 191, 214
filters, 190, 215
flow, 119
graphs, 125
input/output, 189
math, 191
periodic, 211
pseudo-random, 136
random, 136
representation, 120
send/receive, 187
shaping, differentiate, 217
shaping, expression, 213
shaping, integrate, 215
shaping, invert, 206
shaping, limit, 207
shaping, line envelope, 210
shaping, phase, 214
shaping, polynomial, 212
shaping, root, 209
shaping, scale, 206
shaping, shift, 206
shaping, square, 209
shaping, wrap, 207
to message, 187
vector, 185
Signature
bubbles, 423
bullet flight, 596
wing, fly, 559
Similarity, 94
Simple harmonic motion, 20
Size
bubble, 421
raindrop, 441
Slew, 433
Smouldering, 411
Smyth, T, bird synthesis, 573
Sound
grains, 305
visualisation, 30
Sound design
analysis, 254
analysis, operational, 254
analysis, physical, 254
analysis, spectrum, 254
analysis, waveform, 254
as sofware engineering, 245
critical judgement, 245
deconstruction, 252
design cycle, 261
expediency, 262
flow, 262
integration, 247
maintenance, 247
methods, 243, 247
model, 246, 252
model, entity-action, 249
objectification, 262
parameterisation, 254
placeholders, 249
production plan, 249
requirement analysis, 246
research, 246, 250
reuse, 244
studio, 244
support, 148
target platform, 250
test, 247
tools, 147
working from script, 337
working from specification, 333
Sound therapy
Beth-Abraham, 109
Spark
ignition, 507
Sparks, electric, 452
Spectrogram, 126
Spectrum, 125
of bell, 370
centroid (perception), 88


662
Index
equivalence, 363
jet engine, 524
Spin
eccentric, 499
irregular object, 517
torque, 499
Spokeydokey, 41
Spreading function (masking), 98
Spring
compensator, 495
Standing wave, 28
Star Trek, 629
Red alert siren, 641
transporter, 629
Star Wars, 635
Stator, 499
Stiffness, 14
Strain, 14
Strategy
“old plus new,” 102
listening, 102
Stream
of sound, 430
Streaming
fission, 92
fusion, 92
pitch, 92
temporal coherence boundary,
92
Van Noorden, 92
Strength, 17
Stress, 14, 410
Stridulation, 557
Strike, lightning, 459
String
harmonics, 48
modes, 48
Struck cantilever bar, 536
Structure, 17
hetrogenous, 17
temporal (perception), 88
Subpatch, 193
abstraction,
see
Abstraction
copy, 194
inlet,outlet, 193
scope, 194
Summation chains, 202
Superposition, 24
N-Wave, lightning, 460
Surface tension, 423
Sustain (envelope), 90
Suthers, bird calls, 573
Switch, 485
latch, 486
momentary, 486
rocker, 486
rotary, 486
slide, 486
Switch wrapper, DSP control, 555
Synchronous seqeuence, clock, 493
Synthesis
additive, 267
AM, 291, 561
ARP2600, 635
asynchonous additive, 527
cross, hybridisation, 309
discrete summation, 270
FM, 432, 503, 540, 572, 632
frequency modulation, 296
grain cloud, 307
granular, 305, 432, 550
granular, asynchronous, 308
modal, 35
phase modulation, 303
phase relative, 513
piecewise, 362
PM, 636
ring modulation, 573
speech, 579
subtractive, 412
vector, 279
wave scanning, 280
waveshaping, 283
waveshaping (distortion), 597
wavetable, 277
Synthesiser
simple MIDI example, 189
Syrinx, 571
System
acoustic, 55
driven, as filter, 52
entity-action, 36


Index
663
heterogeneous, 51
modes, 53
response, 52
Seer, 595
state, 618
Table
transfer function, 283
Telephone bell, old type, 367
Temperature
air, 55
Temporal correlation, 102
Temporal integration, 82
Tesla, electricity, 451
Texture
ground, 549
Theorem
central limit, 443
Thermodynamics
ignition, 509
Thermosetting, 16
Throw, 485
Thunder, 459
castle, 465
environment effects, 462
rumble, 466
Timbales (insect), 560
Timbre, 86
Timbre space, 92
Time
division, 229
perception, 89
Timer
military, 492
Timestretching, 279, 307
Tone sequences, 349
Tortuosity, 459
Trachea, mammalian, 579
Trajectories (perception), 99
Transducer, 119
Transform
Box-Muller, 443
Hilbert, 296
Transient (envelope), 90
Transmission, 61
mechanical (engine), 514
over noisy channel, 343
telephone line, 339
tremolo, 291
Tube
partially open, 390
semi-open, 618
Turbine, 517, 523
Turbine, gas (engine), 531
Turbulence, 70, 410, 523
sounds, 71
underwater, 438
wind, 471
Two tone alarm, 348
Two tone suppression, 78
Tympanic membrane, avian,
571
Upthrust, 420
Valve
exhaust, 507
fuel inlet, 507
Van den Doel, bubbles, 427
Van den Doel, water flow, 435
Van Noorden
hysteresis, 92
streaming ambiguity, 92
Vari-delay
Doppler, 521
Velocity
angular, 387
angular, motor, 500
calculation, in steel, 21
equation, 23
group, 22
of bullet, 594
of lightning, 459
particle, 22
phase, 22
terminal, bubble, 420
terminal, raindrop, 441
wind, 473
Velum, nasal cavity port, 581
Vibration, 17
acoustic, 55
bar, 401


664
Index
forced, 52
motor, 505
Vibrato, 297
Viscoelasticity, 61
Viscosity, 61, 430
Vocal tract, human, 581
Vocoder, 629
Voltage, 451
Volume control, 219
von K´
arm´
an vortex street, 473
Vortex, 70
chain, 70
shedding, 519
Vowel
Diphthong, 584
formant list, 585
human speech, 584
space, 584
Walking, 547
Warm up, jet engine, 527
Warp
space (waveguide), 510
Water, 429
sound features, 429
Waterfall plot, 127
Wave, 17
acoustic, 20
compression, 19
cycle, 23
cylinderical, 57
discrete points, 17
longitudinal, 19
model, 17
N-Wave, 465, 596
packet, 305
plane, 57
rarefaction, 19
Rayleigh, 441
sawtooth, 131
sinusoidal, 132
spherical, 57
Tollmien-Schlichting, 70
tortional, 20
tracing, 67
transverse, 19
triangle, 207
Waveguide
engine exhaust, 510
port, 538
scattering junction, 538
two port, 514
Wavelength, 23
equation, 23
Weighting filters, 82
Whine, gearbox (helicopter), 541
Whistling wires, 473
Whooshing
jet engine, 526
Wind, 471
Wind shear, 67
Window
Gaussian, 306
Hanning, 312
Window pane, 442
Wings, insect, 557
Work, 10
Yield, 16
Youngs Modulus
elasticity, 14
materials, 13
Zipper noise, 220

Document Outline

  • Contents
  • Acknowledgements
  • Chapter 1. Introduction
    • About the Book
    • Using the Book
  • Part I. Theory
    • Chapter 2. Theory Introduction
      • Three Pillars of Sound Design
    • Chapter 3. Physical Sound
      • Elementary Physics
      • Materials
      • Waves
      • Boundaries
      • Analogues
      • Acknowledgements
      • References
    • Chapter 4. Oscillations
      • Oscillators
      • Simple Harmonic Oscillators
      • Complex Harmonic Oscillators
      • Driven Oscillations and Resonance
      • References
    • Chapter 5. Acoustics
      • Acoustic Systems
      • Intensity and Attenuation
      • Other Propagation Effects
      • Acoustic Oscillations
      • Acknowledgements
      • References
    • Chapter 6. Psychoacoustics
      • Perceiving Sounds
      • Sound Cognition
      • Auditory Scene Analysis
      • Auditory Memory
      • Listening Strategies
      • Physiological Responses to Sound
      • Sound, Language, and Knowledge
      • Exercises
      • Acknowledgements
      • References
    • Chapter 7. Digital Signals
      • Signals
      • Graphs
      • Generating Digital Waveforms
      • Acknowledgements
      • References
  • Part II. Tools
    • Chapter 8. Tools Introduction
      • What You Will Need
      • Tools for Sound Design
      • Supporting Tools
    • Chapter 9. Starting with Pure Data
      • Pure Data
      • How Does Pure Data Work?
      • Message Data and GUI Boxes
      • Getting Help with Pure Data
      • Exercises
      • References
    • Chapter 10. Using Pure Data
      • Basic Objects and Principles of Operation
      • Working with Time and Events
      • Data Flow Control
      • List Objects and Operations
      • Input and Output
      • Working with Numbers
      • Common Idioms
    • Chapter 11. Pure Data Audio
      • Audio Objects
      • Audio Objects and Principles
      • References
    • Chapter 12. Abstraction
      • Subpatches
      • Instantiation
      • Editing
      • Parameters
      • Defaults and States
      • Common Abstraction Techniques
    • Chapter 13. Shaping Sound
      • Amplitude-Dependent Signal Shaping
      • Periodic Functions
      • Other Functions
      • Time-Dependent Signal Shaping
      • References
    • Chapter 14. Pure Data Essentials
      • Channel Strip
      • Audio File Tools
      • Events and Sequencing
      • Effects
      • Acknowledgements
      • References
  • Im here
  • Part III. Technique
    • Chapter 15. Technique Introduction
      • Techniques of Sound Design
      • References
    • Chapter 16. Strategic Production
      • Working Methods
      • SE Approaches
      • Requirements Analysis Process
      • Research
      • Creating a Model
      • Analysis
      • Methods
      • Implementation
      • Parameterisation
      • Practice and Psychology
      • References
    • Chapter 17. Technique 1 Summation
      • Additive Synthesis
      • Discrete Summation Synthesis
      • Precomputation
      • References
    • Chapter 18. Technique 2 Tables
      • Wavetable Synthesis
      • Practical Wavetables
      • Vector Synthesis
      • Wavescanning Synthesis
      • References
    • Chapter 19. Technique 3 Nonlinear Functions
      • Waveshaping
      • Chebyshev Polynomials
      • References
    • Chapter 20. Technique 4 Modulation
      • Amplitude Modulation
      • Adding Sidebands
      • Cascade AM, with Other Spectra
      • Single Sideband Modulation
      • Frequency Modulation
      • References
    • Chapter 21. Technique 5 Grains
      • Granular Synthesis
      • Time and Pitch Alteration
      • References
    • Chapter 22. Game Audio
      • Virtual Reality Fundamentals
      • Samples or Procedural Audio?
      • Traditional Game Audio Engine Functions
      • Procedural Audio Advantages
      • Challenges for New Game Audio Systems
      • References
  • Part IV. Practicals
    • Chapter 23. Practicals Introduction
      • Practical Synthetic Sound Design
    • Practical Series Artificial Sounds
      • Artificial Sounds
      • The Practicals
    • Chapter 24. Practical 1 Pedestrians
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 25. Practical 2 Phone Tones
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 26. Practical 3 DTMF Tones
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 27. Practical 4 Alarm Generator
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
    • Chapter 28. Practical 5 Police
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Spectral Approximation in the Time Domain
      • Results
      • Conclusions
      • Exercises
    • Practical Series Idiophonics
      • Simple Material Interactions
      • The Practicals
      • References
    • Chapter 29. Practical 6 Telephone Bell
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 30. Practical 7 Bouncing
      • Aims
      • Analysis
      • Model
      • Method
      • Implementation
      • Results
      • Conclusions
      • Exercises
    • Chapter 31. Practical 8 Rolling
      • Aims
      • Analysis
      • Model
      • Model
      • Method
      • Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 32. Practical 9 Creaking
      • Aims
      • Analysis
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 33. Practical 10 Boing
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Practical Series Nature
      • Natural Elements
      • The Practicals
    • Chapter 34. Practical 11 Fire
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Putting It All Together
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 35. Practical 12 Bubbles
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Polyphony
      • Results
      • Conclusions
      • Exercises
      • References
      • Acknowledgements
    • Chapter 36. Practical 13 Running Water
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 37. Practical 14 Pouring
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 38. Practical 15 Rain
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • Acknowledgements
      • References
    • Chapter 39. Practical 16 Electricity
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 40. Practical 17 Thunder
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • Acknowledgements
      • References
    • Chapter 41. Practical 18 Wind
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
    • Practical Series Machines
      • Machines
      • The Practicals
    • Chapter 42. Practical 19 Switches
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
    • Chapter 43. Practical 20 Clocks
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • Reference
    • Chapter 44. Practical 21 Motors
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 45. Practical 22 Cars
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
    • Chapter 46. Practical 23 Fans
      • Aims
      • Analysis
      • Model
      • Method
      • Implementation
      • Results
      • Conclusions
      • Exercises
    • Chapter 47. Practical 24 Jet Engine
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • Acknowledgements
    • Chapter 48. Practical 25 Helicopter
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Practical Series Lifeforms
      • Living Things
      • Behaviour
      • The Practicals
    • Chapter 49. Practical 26 Footsteps
      • Aims
      • Analysis
      • Model
      • Method
      • Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 50. Practical 27 Insects
      • Aims
      • Analysis
      • Model
      • Method
      • Implementation
      • Field Cricket
      • Field Cricket 2
      • Cicada
      • Housefly
      • Results
      • Conclusions
      • Exercises
      • Acknowledgements
      • References
    • Chapter 51. Practical 28 Birds
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 52. Practical 29 Mammals
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Conclusions
      • Exercises
      • References
    • Practical Series Mayhem
      • Killing Things
      • The Practicals
      • Acknowledgements
    • Chapter 53. Practical 30 Guns
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Weapon Sound Variations
      • Reload
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 54. Practical 31 Explosions
      • Aims
      • Analysis
      • Model
      • Method
      • DSP Implementation
      • Results
      • Conclusions
      • Exercises
      • References
    • Chapter 55. Practical 32 Rocket Launcher
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